Hi.
Thanks.
I'm going to try to use EffectCompositor to make it clearer, may be that's
when it deserves to be added to examples.



2013/10/28 Paul Pocock <[email protected]>

>  Hi Michael,
>
> Great work, I ended up using osgShadow in my deferred rendering
> implementation. It would be great if we could get your work into the OSG as
> an example of deferred rendering/shadowing using GLSL.
>
> Regards
> Paul
>
>
> On 27/10/13 23:09, michael kapelko wrote:
>
>  I decided to simply use more suitable geometry for shadows.
>  The result: http://youtu.be/-63E6SKsMo0
>
>
>  2013/10/27 michael kapelko <[email protected]>
>
>>  Hi.
>> I finally came up with the way to use OSG shadows in deferred shading.
>> Since ShadowedScene produces the result in Screen space (same as other
>> G-buffers), I can simply use it like a texture with shadows in Screen space.
>> This is what I got: http://youtu.be/EzPe5dVwWrs
>>
>>  But looking at the incorrectly shadowed walls, I think I should not
>> simply multiply shadow color with diffuse one, but instead check brightness
>> and only multiply if it's high enough.
>>
>>  Thanks.
>>
>>
>> 2013/10/25 michael kapelko <[email protected]>
>>
>>>  Hi.
>>>  I've decided to try to take shadow map from osgShadow::ShadowMap. I've
>>> derived own ShadowMap class to access the shadow texture:
>>> http://goo.gl/M3o04y
>>> I display it, but it's completely white. I tried to place the light
>>> nearer to the moving objects (even at the same height), but the texture is
>>> still white.
>>>  What am I doing wrong?
>>>  Thanks.
>>>
>>>
>>> 2013/10/21 michael kapelko <[email protected]>
>>>
>>>>  Hi.
>>>> Can the third bug be related to different view projection matrices? My
>>>> shadow camera uses ortho.
>>>>  Thanks.
>>>>
>>>>
>>>>  2013/10/21 Marcel Pursche <[email protected]>
>>>>
>>>>> Hi,
>>>>>
>>>>> the shadow on the wall is probably created, because the wall is
>>>>> outside of the shadow cameras view frustum. How do you setup the wrapping
>>>>> of your depth texture? You could fix it, if you set the mode to clamp to
>>>>> border and set the border "color" to your far plane. This way everything
>>>>> that cannot be seen from your light source will not be shadowed(as in is
>>>>> outside of the view frustum).
>>>>> The shadow on your torus looks like a self shadowing problem. You will
>>>>> always have some errors because of the limited floating point precision.
>>>>> You should use a small offset in your depth comparison to get rid of this
>>>>> artifacts. A bit of tweaking will be necessary to get a good value.
>>>>> The last bug is indeed a bit strange. I'm not sure how it is produced.
>>>>> But it is view dependent, so it must have to do something with the view
>>>>> matrix of your main camera.
>>>>>
>>>>> Thank you!
>>>>>
>>>>> Cheers,
>>>>> Marcel
>>>>>
>>>>> ------------------
>>>>> Read this topic online here:
>>>>>  http://forum.openscenegraph.org/viewtopic.php?p=56910#56910
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
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>>>>> [email protected]
>>>>>
>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>
>>>>
>>>>
>>>
>>
>
>
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